This book is an introduction to Virtual Reality (VR) and Augmented Reality (AR), equipping learners with a deep understanding of these media and enabling them to create impactful experiences applicable to a wide range of industries.
VR’s immersive environments and AR’s seamless blending of virtual and real elements create effects that no other medium can replicate. This book introduces readers to the hardware and software that power these technologies, explaining them in clear and accessible terms. It then examines the psychological experiences they create, such as the sensations of “presence” and “embodiment” in virtual worlds; explores how real and virtual elements combine in AR and mixed reality; and investigates social VR experiences involving interactions with both real and virtual agents. It concludes by examining how AI and connected virtual social spaces can integrate with VR and AR to shape the next generation of technology platforms.
Supported by a wealth of case studies of VR/AR applications and interviews with VR/AR experts, this book serves as a core textbook for students of Virtual Reality and Augmented Reality courses in creative and technical fields.
Table of Contents:
Part 1: Virtual Reality 1. What Is Virtual Reality? 2. VR Displays and Tracking 3. Virtual Worlds 4. Presence: The Psychology of VR Part 2: Augmented and Mixed Reality 5. What Is Augmented Reality? 6. AR Displays and Graphics 7. Computer Vision and Artificial Intelligence 8. AR Registration and Tracking Part 3: 3D Interaction 9. What Is 3D Interaction? 10. Locomotion 11. Object Interaction and Haptics 12. Evaluating VR and AR Part 4: Virtual Humans 13. What Are Virtual Humans? 14. Embodiment 15. Social VR 16. Virtual Agents
About the Author :
Marco Gillies is Professor of Computing, Goldsmiths, University of London, UK.
Sylvia Xueni Pan is Professor of Virtual Reality, Goldsmiths, University of London, UK.
Review :
"Gillies and Pan provide an excellent foundation for building impactful immersive experiences, connecting hardware, software, and human factors in an accessible way. Their clear introduction to VR/AR balances technical fundamentals with psychological principles, framing these technologies as a medium grounded in decades of research on perception, presence, and interaction. With rigorous yet approachable content, practical insights, case studies, and expert interviews, the book serves as both a course backbone and a practical field guide. The expert perspectives, which I found immensely valuable, add credibility and immediacy.”
Albert "Skip" Rizzo, Ph.D. Director, Medical Virtual Reality – University of Southern California-Institute for Creative Technologies. Research Professor - Dept. of Psychiatry and School of Gerontology.
"An essential resource for anyone serious about virtual and augmented reality. With its deep engagement with the research community and insightful interviews with leading experts, this book is perfectly positioned to become a staple for both students and instructors in the field."
Yue Li, Associate Professor at Xi’an Jiaotong-Liverpool University, Director of the HER Lab.
“While there are plenty of existing resources focusing on the technical details of XR development, it is much harder to find a textbook for both technical and creative courses that focuses on how to create impactful experiences. This book provides a clear framing of XR through key topics, each of which include well-structured learning resources: discussion points, exercises, and interviews with experts. This is an ideal course textbook for structuring new courses and supporting existing ones.”
Dr Helen C. Miles, Senior Lecturer, Department of Computer Science, Aberystwyth University.